Looking to optimize a level 8 Martial (Melee)


Advice


Not sure class but want a pure Martial no magic out side of his equipment

Two handed or crit fisher would ever yields more Damage over all

Good Initiative and a Bump to speed To close the distance between him and his foes

This can be a Multi class character.

I'd like his saves to be decent (Maybe Half Orc for the tattoo)

Weapon Thinking something I cab two hand or A good crit weapon

Anything Else to make him efficient killer


Scaled Fist Unchained Monk(1)/Virtuous Bravo Paladin(7)

Feats: (1) Weapon Focus (scimitar), (3) Dervish Dance, (5) Crusader's Flurry, (7) Improved Initiative

You'll have Smite Evil, Precision damage and Flurry of Blows with a 18-20 weapon.

As a speed bump to close in you can get a Mount.


Does "no magic" mean no supernatural abilities?


Half-Orc Brawler - 15 pt buy (if you're allowed more points for your Pt buy, get a 20 in Str and/or boost the dumped stats)
Str 18 (16 +2)
Dex 16
Con 14
Int 7
Wis 7
Cha 8

Racial Traits:
Swap Fey Thoughts for Weapon Familiarity. Choose UMD and Stealth. (get an assortment of wands that you can use for self-buffing prior to combat and healing/support after combat. Stealth isn't super necessary, but it's always helpful when your group has to sneak up to enemies or sneak past something.)
Swap Sacred Tattoo (+1 Luck bonus to all saves) for Orc Ferocity.

Traits:
Fate's Favored (+1 Luck Bonus)
Heavy Hitter (+1 dmg rolls with Unarmed attacks)

Amulet of Mighty Fist Enchants
Fortuitous

lvl1 Dirty Fighting
lvl2 Bonus Combat Feat: Power Attack
lvl3 Improved Dirty Trick, Maneuver Training: DT +1
lvl4
lvl5 Combat Reflexes, Bonus Combat Feat: Pummeling Style
lvl6
lvl7 Quick Dirty Trick, Maneuver Training: DT +2, Trip +1
lvl8 Bonus Combat Feat: Pummeling Charge

-WBL for level 8 is 33,000gp, so get Boots of Speed (12,000gp) for Free Action Haste. Now you can perform 120ft charges + Full Attack with one extra attack from Haste, AND, you can throw in a Quick Dirty Trick as your first attack. With Haste and Improved Brawler's Flurry, you'll be at 5 attacks per round, so 1 Dirty Trick + 4 attacks. This Dirty Trick should almost always be Blind.
-Get an AOMF with Fortuitous (2,000g) and no +1 enchant. You can use Martial Flexibility to give yourself Improved Trip + Vicious Stomp, then use the next attack after your Quick Dirty Trick as a Trip, which generates a Free AoO from Vicious Stomp and a 2nd AoO from Fortuitous. At level 10, you can give yourself 3 Feats from MF, so make this 3rd feat Greater Trip and now you get 3 AoO's off of one trip.
-Half Orc Brawer FCB is "Add ¼ to the brawler’s effective level to determine her unarmed strike damage", so double down on this and get a Monk's Robe (13,000gp) to increase this by another 5 levels. At level 8, you'll be hitting like a level 15 at 2d6 per unarmed strike, and the very next level becomes 2d8 per unarmed strike. As an added bonus, Pummeling Style lets you add up all your unarmed strike damage before subtracting DR, so high DR enemies are not a problem.
lvl9 Greater Dirty Trick
lvl10
lvl11 Any Feat you want, Bonus Combat Feat: Dirty Trick Master, Maneuver Training: DT +3, Trip +2, Bull Rush +1

Once you have Dirty Trick Master, your Dirty Tricks conditions can be worsened. So Sicken in round 1, and worsen the Sicken to Nauseate in round 2. Nauseate is Move Actions only. Greater Dirty Trick causes your DT conditions to only be removable with a Standard Action. So if they don't clear your Sicken in Round 1, Nauseate them in Round 2 and they are out of the fight. Either kill them, or charge 120ft across the battlefield and take out the next most-threatening target.

If you're not interested in the Trip + 3x AoO shenanigans, could I interest you in a Chargy/Punchy/Pushy/Shovy version of this build with Bull Rush + Overrun + Giant's Fist Gauntlets + Siegebreaker2/Brawler11? Or a Dex version of this build?


Ryze Kuja's suggestion of a Brawler is spot on. It is how I built my 'mundane only' character that rocked the battle map. I went with Exemplar Brawler (for self/party 'buffing') and VMC Cavalier.


DeathlessOne wrote:
Ryze Kuja's suggestion of a Brawler is spot on. It is how I built my 'mundane only' character that rocked the battle map. I went with Exemplar Brawler (for self/party 'buffing') and VMC Cavalier.

What order did you choose?


Nosta1300 wrote:
What order did you choose?

Order of the Eastern Star. I specifically focused on being incredibly hard to hit, and hitting like a literal mack-truck so they couldn't ignore me. There is some information in this post about what I focused on, but it is mostly the breakdown of the possible limits of his armor class. I never took it that far.


DeathlessOne wrote:
Nosta1300 wrote:
What order did you choose?
Order of the Eastern Star. I specifically focused on being incredibly hard to hit, and hitting like a literal mack-truck so they couldn't ignore me. There is some information in this post about what I focused on, but it is mostly the breakdown of the possible limits of his armor class. I never took it that far.

May I ask what feats you went with ?

The build some instresting to me


Certainly. Due to taking VMC Cavalier, character feats are at a premium but these are the ones I chose (in no particular order, race was human):

Lingering Performance (more performance!)
Chain Challenge (more challenging!)
Steadfast Personality (boost that will save!)
Improved Unarmed Strike (lose this with archetype)
Additional Traits (this was for campaign reasons)
Deflect Arrows (cause arrows sucked)

Bonus feats from Brawler class:
Dirty Fighting (because I fight dirty)
Dodge (because AC, and is prerequisite for a lot of stuff)
Snatch Arrows (because I can)
Throwback Arrows (because screw you)

And I used Martial Flexibility to pad whatever style of combat I wanted to shift into at the time. Crane Style was a favorite. I used the Deflect/Snatch/Throwback arrows chain a lot, so I just ended up taking those feats. Improved/Greater Vital Strike whenever the fancy hit me. Shikigami style because its cool.

There are a number of other feats that might be better from a pure optimization standpoint, like Item Mastery feats, but my character was a mundane warrior. I opted out.


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Half-Elf/Human Fighter (no archetype)

Race: Proficiency - Fauchard
1. Combat Reflexes
1. Intimidating Prowess
2. Power Attack
3. Cleave
4. Cleaving Finish
5. Hurtful
6. Cornugon Smash
7. Lunge
8. Improved Critical

You can run full-speed in full-plate, and with a reach weapon and Lunge you can charge someone 75 feet away.

AoO's generate extra attacks. Cleaving Finish generates extra attacks. Cornugon Smash plus Hurtful generates extra attacks (and Intimidating Prowess). Having a high crit-range essentially generates extra attacks.

Lunge lets you attack enemies from outside the 5-foot-dance range, so they have to provoke an AoO to attack you, but it ALSO increases your threatened area for Cleaving Finish - virtually guaranteeing that you'll have someone within reach (and if you'rr ever in a situation to actually use Cleave then great, but we just took it as a prerequisite).

The only things we're missing are Initiative and Speed (although your speed is probably enough with your reach).

For Initiative you could probably swap out a feat for Improved Initiative: I'd say either Intimidating Prowess (if you have a decent CHA), Improved Critical (and just buy a keen weapon) or Fauchard Proficiency (and just use a Bardiche).


Freebooter-Skirmisher Ranger... Give up spells for tricks... by level 8 you can have Surprise Shift and Chameleon Step. Surprise Shift allows you to move 5ft as a swift action that does not count as a 5ft-step. So at level 5, you essentially have a 10ft pounce available. And Chameleon Step allows you to double move as a move action. Freebooter's Bane gives you and your allies a bonus on attack and damage against a target you call out.

Barbarians can take Internal Fortitude at level 8 and afford a Scarlet and Green Cabochon ioun stone... essentially getting Tireless Rage nine levels early... for all the rage-cycling shenanigans.


Another way to get extra attacks is through Teamwork feats. Outflank hands AoO's to allies with the same feat in melee with the flanked foe, plus the combo of Broken Wing Gambit and Paired Opportunists so you're giving your allies with those feats free AoO's as well.

Also, DPR optimization threads like this are what make me modify monsters/NPCs w/out changing the CR of the encounter. Already I've got a brawler that can make a DT attack and 4 other attacks against a possibly Blinded foe at the end of a 120' charge. Then you deliver the fauchard-wielding fighter on top and that's easily about 2/3 the standard HP of a CR 8 foe without either of them expending any resources.

If this happened you could have a 3/4 BAB healer type and an arcane caster step up and finish off that CR 8 basic monster from the Bestiary at the end of round 1, perhaps only spending a couple of resources to do so; far less than the "20% of the party's resources" such a fight is suggested to use up in the CRB. THIS is why I typically arm intelligent, weapon-wielding foes with the best weapons and armor or perhaps pad their HP by 2/HD without changing the CR of the encounter.


@OP if you're wanting to crit fish but still have really good weapon die, you could use Brawler's Close Weapon Mastery and enchant a Cestus with Keen, or use weapon creation rules to custom create your own 1d2dmg close weapon with 18-20 crit, but you'll have a 17-20 crit range with the Cestus, or a 15-20 crit range with your Custom weapon once you've enchanted it with Keen. Either way, you'll do Unarmed Strike damage albeit -4 levels, so don't worry about the low damage of the cestus or the 1d2 damage of the custom weapon. You could further boost your Unarmed Strike damage via your friendly neighborhood Wizard buffing you with Enlarge Person, or get a Wand of Enlarge Person and do it yourself with UMD.

Custom Weapon Example:

Name: Orcish "Wolverine" Claws
Fighter Weapon Group: Close
Damage Type: Slashing
Total Design Points: Martial (5DP) + One-handed (2DP) + Additional Design Points +15gp/per 1DP (2DP, 30gp price increase) = 9DP
DP Qualities:
Improved Critical Threat Range 3DP (+1 crit range, 19-20)
Improved Critical Threat Range 7DP (+1 crit range, 18-20)
Lesser Damage -1DP (1d3dmg --> 1d2dmg)

So now you're going to deal 1d2 damage but with an 18-20 modifier with a close weapon at -4 levels. With Half Orc FCB and Monk's Robes, this is +7 levels at lvl8, so your 1d2 damage would become 1d10 (level 11 unarmed strike damage). Enlarge Person brings this up to 2d8 for lvl 11, and your next level brings this up to 3d6 dmg at lvl 12.

===============================================================

Speaking of which, what does your party comp look like, what kind of campaign are you running (homebrew? one-shot?), what kind of enemies do you expect you'll be facing, and if it's not a one-shot, what level do you think you'll be finished? Lastly, what is your point buy?


@ DeathlessOne, ya it loos cool seems Defensive but really strong
The VMC cavalier on That type Brawler seem really cool.
I want to play more of a support roll next time I play instead of being the main DPS , but don't want to be a face cause I suck at those.

@ VoodistMonK

Rangers are cool but I have fallen more for slayers since converting from 3.5 to pathfinder 1e

Barbarian are fun but I woukd like to contribute if only a little out of combat. Either scouting or something.

@ Mark Hoover 330
Oh I get ya, I understand the cons of powergaming . I just want a decent built character who can fill the roll I want .

@ Ryze Kuja

Those do look cool in my mind p. How would you do a Great Axe / half Great Hammer?

Also that dirty trick brawler looks seems cool
I just imagine some getting knocked prone and getting the bloody crap stomped out of them

Also Dirty tricks have always seem nifty. Being able to debuff as a martial seems cool and I am guessing as long asi can reason it with the Gm I can use it on a lot more than I can Trip. Such kicking dirt in eyes are striking a male creatures gooey bits lol

hey woukd there be away to make a dirty fightimg brawler with Alchemical uses like vmc Alxhemsit . I like the idea of using alchemical stuff / use stuff like caltrops in a Grease area o.o


@ MrCharisma

Looks good

I would probably start at level 5 like I do in most games
But seems cool

But how do I charge in full plate and strike 75 feet

I assume 30 feet move Charge is is 60 so reach weapon is and extra 5 feet so lunge 70 sorry I'm bad at math v,v

Actually could you give me an example of a Unchained Monk using a Fauchard

I like the idea of using Aoo and cleave and being able to use Stunning Fist via Asetic style


Nosta1300 wrote:

But how do I charge in full plate and strike 75 feet

I assume 30 feet move Charge is is 60 so reach weapon is and extra 5 feet so lunge 70 sorry I'm bad at math v,v

Oh, you're not missing anything, we're just expressing our distances differently. With a reach weapon and lunge I have 15 feet of reach, and 15 foot reach plus 60 foot move = 75. I was assuming adjacent = 5 feet away.

Regarding your starting level: I was assuming this was just a 1-shot level-8 build or something, so I just chucked the feats in wherever. You may want to change the order of the feats to suit your needs.

I also took Fighter because I needed a feat at level 8 to get Improved Critical. If you'e playing in a longer campaign you might be able to use another class and just take a bit longer for the build to come online. You probably want at least a few bonus feats though, it's reasonably feat intensive.


Here's the first eight levels of a human Titan Fighter I built using a large Earthbreaker... her name is Harley Quinn.

Human
... Skilled goes to Know Planes

Traits:
(magic) Precise Treatment
... +1 Heal, Intelligence for Heal

(race) Fiend Blood
... +1 Know Planes and class skill

(religion) Battlefield Surgeon
... Heal as class skill, can use treat deadly wounds an addition time per creature per day

(drawback)
...

Titan Fighter
1. Giant Weapon Wielder
1(human): Psychic Sensitivity
1(level): Healing Hands

2. Bravery +1
2(class): Weapon Focus Earthbreaker

3. Incredible Heft -1
3(level): Iron Will

4. Stat Bump:
4(class): Power Attack

5. Unstoppable Momentum +1
5(level): Incredible Healer

6. Bravery +2
6(class): Furious Focus

7. Incredible Heft -2
7(level): Signature Skill Heal

8. Stat Bump:
8(class): Greater Weapon Focus

Her "thing" is never missing, and she can heal like a rockstar. Level nine she takes Flickering Step, and this gives her another use for all those ranks in Know:Planes... using her bonus feats to get Dimensionsal Savant at level 16.

Sovereign Court RPG Superstar 2009 Top 32

My version goes Barbarian 1 / Titan Fighter 4 / Living Monolith 3:

1) Power Attack, racial bonus: Endurance (human / dwarf / half-orc)
3) Pushing Assault, fighter: Furious Focus
5) Iron Will, fighter: Weapon Spec
7) Vital Strike, retrain Pushing Assault to Furious Finish

So base damage = 2d6, large weapon for titan fighter = 3d6, enlarge from living monolith = 4d6, vital strike = 8d6, furious finish = 48 base damage +14 str +wpn spec +vicious weapon +power attack = 78 on a single hit.
A green scourge druid build could get rage from a domain and shapeshift to huge, making it over 100 damage.

This can likely be optimized further, but the point here is to pound an enemy into the ground, and make the GM go "HOW much damage?" :D

Dark Archive

Kurald Galain wrote:

My version goes Barbarian 1 / Titan Fighter 4 / Living Monolith 3:

1) Power Attack, racial bonus: Endurance (human / dwarf / half-orc)
3) Pushing Assault, fighter: Furious Focus
5) Iron Will, fighter: Weapon Spec
7) Vital Strike, retrain Pushing Assault to Furious Finish

So base damage = 2d6, large weapon for titan fighter = 3d6, enlarge from living monolith = 4d6, vital strike = 8d6, furious finish = 48 base damage +14 str +wpn spec +vicious weapon +power attack = 78 on a single hit.
A green scourge druid build could get rage from a domain and shapeshift to huge, making it over 100 damage.

This can likely be optimized further, but the point here is to pound an enemy into the ground, and make the GM go "HOW much damage?" :D

If you grab EWP butchering axe you'd get 3d6/4d6/6d6 vital 12d6.

And did you mean Goliath Druid, not Green Scourge?

Sovereign Court RPG Superstar 2009 Top 32

Name Violation wrote:
If you grab EWP butchering axe you'd get 3d6/4d6/6d6 vital 12d6.

Good point.

Quote:
And did you mean Goliath Druid, not Green Scourge?

No, I meant the one that lets you drop a 4th level spell for a Shocking Vicious Shillelagh. But yeah, that doesn't work well with a butcher axe.


Nosta1300 wrote:
Barbarian are fun but I woukd like to contribute if only a little out of combat. Either scouting or something.
Nosta1300 wrote:


@ Ryze Kuja

Those do look cool in my mind p. How would you do a Great Axe / half Great Hammer?

Also that dirty trick brawler looks seems cool
I just imagine some getting knocked prone and getting the bloody crap stomped out of them

Also Dirty tricks have always seem nifty. Being able to debuff as a martial seems cool and I am guessing as long asi can reason it with the Gm I can use it on a lot more than I can Trip. Such kicking dirt in eyes are striking a male creatures gooey bits lol

hey woukd there be away to make a dirty fightimg brawler with Alchemical uses like vmc Alxhemsit . I like the idea of using alchemical stuff / use stuff like caltrops in a Grease area o.o

Name: Spring-loaded Smashy Choppy Annihilator of Things That Breathe or Don't Breathe

Fighter Weapon Group: Axes
Damage Type: Slashing
Total Design Points: Exotic (6DP) + Two-handed (3DP) + Additional Design Points +15gp/per 1DP (3DP, 45gp price increase) = 12DP
DP Qualities:
Improved Critical Threat Multiplier 3DP (x3/20)
Additional Damage Type 1DP (Can now deal Bludgeoning or Slashing)
Improved Damage 5DP (1d3dmg --> 2d6dmg or 1d12dmg)
Spring-Loaded 2DP (The weapon’s wielder can activate or suspend its reach as a swift action. This quality can be added only to one-handed or two-handed melee weapons with the reach special feature.)
Weapon Feature: Reach 1DP (You use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe.)

The "Spring-loaded Smashy Choppy Annihilator of Things That Breathe or Don't Breathe" has a spring-loaded chain in its haft and can be turned into a 10ft reach weapon as a swift action for maximum choppy-smash if pansy little scared weaklings take 5ft steps away from your frightening badass self. Once all 10ft range threats have been thoroughly smashy-chopped into tiny little bits and morsels, the wielder can suspend the chain so that it turns back into a 5ft range weapon with a solid haft that can be used for maximum choppy-smash vs. adjacent soon-to-be-dead things. At the wielder's option, this weapon can chop (S) or smash (B) for an individual attack, but cannot simultaneously cause both S and B for an individual attack. <--- if you want it to cause both, that is possible but it costs 3DP.

=========================================================================== ====================================

If you're looking for a Dirty Trickster martial that gets lots of skills, Slayers are excellent at this. Slayers give up a little bit of their accuracy on landing DT's and a little bit of damage, but a lot of mobility compared to Brawlers, but they're no slouches in the damage or accuracy department; Brawlers are just really, really good at it. Also, Dirty Tricksters work best with TWF (<---- that's my opinion, not fact), because you can end up getting 8 attacks with haste by the end of the game, and your DT attempt only consumes one of these attacks. 2handed chars only get 5 attacks per round with haste by the end of the game, so the Quick DT "costs" more for 2handed chars. Comparatively, QDT takes 12.5% of a Full Attack from a TWF as opposed to taking 20% of a Full Attack from a 2hand. Over the course of a campaign, this difference can add up. Also, 2handed chars are incentivized to get other stuff because they greatly benefit from generating AoO's with full BAB attacks so they things like Spellbreaker or Step Up & Strike; 2handers also try to mitigate the misses from iterative attacks by causing a crapton of damage with one massive strike with the Vital Strike feat chain, as well as getting feats that boost accuracy, like Weapon Focus and Furious Focus. You *can* make this work with a 2hand build, but generally speaking 2handed chars are simply incentivized to get other stuff. That being said, 2handed Barbarians make absolutely excellent DT'ers because they can get Pounce at level 10 and they can get the Savage Dirty Trick Rage Power as early as level 6, which acts very similar to both Quick Dirty Trick and Dirty Tricks Master.

Anywho, I just favor TWF builds for Quick Dirty Tricksters, which means it's a Dex build for anyone but a Brawler or a Barbarian, and that requires extra feats to make a Dex build work. Brawlers are just really, really good at QDT'ing because they can do it with a 120ft Pummeling Charge as early as level 8, something that Slayers don't get to do at all, ever. As a Slayer, you have to move/charge up to them in round 1, and then full attack the next round, but Slayers will cause SnA to anyone they Blind... so this is really attractive too with a whole list of Rogue Talents that can modify SnA at your beck and call.

If you want to use Alchemy items, you don't have to take a level in Alchemist if you don't want to, you can put points in the Craft (Alchemy) and make things like Liquid Ice, Alchemist's Fire, Smokesticks, Tindertwigs, Healy Myrrh, Smelling Salts, etc. You can get a full list of stuff you can create with Craft (Alchemy) DC's here. You might actually consider taking a level of Vivisectionist Alchemist for Throw Anything, Mutagens, and 1d6 SnA, but you lose 1 BAB doing this, and Dirty Tricks Master feat is reliant on BAB so this is up to you. Personally, I wouldn't do it. I'd just go with the Craft Alchemy.

So, you need to make a decision about what exactly you'd like to do with this character, because you can't have everything. Each one has their merits. If you want to QDT, cause SnA, but have a generous amount of skills for out-of-combat stuff, Slayer is your guy. If you want to QDT with skills and magic, Ranger. If you want to QDT with 2hand and have insane damage/survivability, decent mobility, and less skills, Barbarian. If you want to QDT and have high damage/survivability, less skills, but have insane mobility, Brawler.

If you're wanting to capitalize on Blind and SnA, you could consider getting Underhanded Trick so that your Blind cannot be removed in the first round. You can get this with Slayer naturally, but if you go with another class you'll have to multi-class 2-4 levels of Rogue. Getting 6 levels of Barbarian for Savage Dirty Trick + 4 levels of Rogue would be insanely powerful. Maybe even 6 Barbarian/2 Rogue/Vivisectionist AlchemistX.

The possibilities are endless. But you need to make a decision.


Incredible Heft is a class feature of the Titan Fighter archetype.


@ MrCharisma oh ok. I get ya . Ya I am a fan of polearms

@ VoodistMonk ah I see what you did there .I never heard off Incredible Heft is it a feat ? I guess I can look it up

@ Kurald Galain OK I can see that being cool.

@ Ryze Kuja sorry just asking questions so I learn..lol
Your Brawler Dirty Trickster looks good . But what do i do for those immune to Trip
Do I just debuff with Dirty Trick ?


@ Ryze Kuja

Actually you offered to show me a dex version of the brawler . Mind doing so please?


Here are 12 levels of a Greatsword build I use as ememy NPC's...

Weapon Master Fighter
1(class): Power Attack
1(level): Furious Focus

2. Weapon Guard +1
2(class): Combat Reflexes

3. Weapon Training 1
3(level): Advanced Weapon Training
... Warrior Spirit

Scout Rogue
4. Sneak Attack 1D6
4. Trapfinding

5. Evasion
5. Rogue Talent
... Trapspotter
5(level): Iron Will

6. Sneak Attack 2D6
6. Trap Sense +1

7. Rogue Talent
... Bleeding Attack
7. Scout's Charge
7(level): Cut From the Air

At 7:
Fighter-3/Rogue-4
BAB +6
Base Saves +4/+5/+4 (w/ Iron Will)

Weapon Master Fighter
8(class): Gorum's Swordmanship

9. Reliable Strike1/day
9(level): Vital Strike

10. Weapon Guard +2
10(class): Smash From the Air

11. Weapon Training 2
11(level): Blind Fight

12(class): Deadly Finish

At 12:
Fighter-8/Rogue-4
BAB +11
Base saves +7/+6/+5 (w/ Iron Will)


Vanguard Slayer VMC Cavalier, with Order of the Blossom, has 4D6 Sneak Attack at level 8... which goes up to 5D6 at level 9. Plus, you can hand out teamwork feats like Precise Strike for another D6, and you could take Accomplished Sneak Attack for another if you thought it was worth a precious feat. Either way, you have full BAB, two good saves, Studied Target, Tactician, Challenge, some SLA's later from your Order, you get Slayer Talents/teamwork feats/access to Ranger Combat Style feats to soften the blow giving up half your feats for VMC. Plenty of skills to contribute out of combat, and Tactician gives you something extra you can contribute in combat besides damages.

Stygian Slayer VMC Wizard, with the Illusion School gets the Blinding Ray school ability at level 7... and has Invisibility as an SLA 2/day at level 8. At level 11 you can choose a Cantrip, for which Acid Splash makes easy Sneak Attack damages. Again, Slayer Talents/access to Ranger Combat Style feats kind of makes up for losing half your feats to VMC. Other than skills, you have less to contribute outside of combat unless you can find utility in your ability to use magical items of Illusion spells without a UMD check... which, really, is only convenient more than anything special.

Bounty Hunter Slayer can trade Sneak Attack damage for a free action Dirty Trick maneuver with a bonus on the maneuver equal to the SA die sacrificed... which should be close to equal the Brawler's Maneuver Training progression... and allows you to make Dirty Trick maneuvers within the range limitations of Sneak Attack, rather than your reach/threatened area. Baller AF for a Dirty Trick build.


Nosta1300 wrote:

@ Ryze Kuja

Actually you offered to show me a dex version of the brawler . Mind doing so please?

It's basically the same thing as this current build, but you add Weapon Finesse and Agile Maneuvers in there; then swap Power Attack for Piranha Strike.

As far as things that are immune to trip, yeah you would use Dirty Tricks, but remember that you don't actually have the Trip/Vicious Stomp feats. You're plugging them in with Martial Flexibility on an as-needed basis. So if you know a mook is immune to trip like a centipede / flying creature, or just highly resistant to trip, like a spider or centaur, then don't use MF to plug in Imp Trip + Vicious Stomp, use MF to plug in something useful.

The Fortuitous enchantment helps all game, because whenever you get an AoO, you get an extra attack and this happens 1/round forever. Greater Trip + Vicious Stomp + Fortuitous is an easy way to generate 3 attacks out of 1 Trip attempt, so whenever you're facing someone vulnerable to trip you should use MF to do this combo and pile on the hurty-hurt.

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